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I dont know if its only me, but i think the smoky critical hits occur faster than the % the stats mention. Also I think smoky is more powerful than what the stats mention. increase smoky load time by 0.25 s. Im sure many are going to hate this post.
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One way to balance the Magnum (a little) is to make its turret even taller and a little wider - so when it lifts its turret to fire, a shaft will be able to snipe the turret.
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Magnet This is not a turret, but a supply like the 'mine'. Just like we drop mines, we should be able to drop the 'Magnet'. When an enemy tank drives over it, it will hold the enemy tank it that spot for 10 seconds. It wont do damage, but the enemy tank wont be able to move at all but can rotate the turret - something like the freeze, but without damage and free turret rotation.
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Thankyou Aigaion.
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Make Acoustic turrets. it will put out sound waves that will topple other tanks.
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gravity map and magnum - I am really annoyed with Magnums - So i am going to propose this for gravity maps which have weightlessness. Since the magnum fires parabolic projectile - adjust the gravity for the projectile as well - so the magnum shot will never come down to hit us on those maps. hahaha.
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SPACE MAPS Maybe this is very difficult to do. But how about maps in Space 1. the tank can fire around planets and stars because of general relativity theory. 2. If a tank goes near a black hole it will get sucked in and be destroyed. 3. meteors can also attack tanks 4. a tank can climb on an asteroid and travel very fast across the battle field. 5. we already have the weightless environment in gravity maps
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MAPS WITH WATER Can we have more maps with water - ponds, lakes, rivers? It would add a new dimension to strategy (eg. waterfalls) and also make the maps look more scenic. Right now it is only Rio that has water and its quite passive regd. battle strategy. Eg. of a map - a river with waterfall and bridges. Tanks appear on either sides. Tanks can jump down waterfall - and lighter tanks will float (new benefit of a hull - I am not being selfish as I use mammoth). Maybe a new boat like hull could be added later. It adds so many possibilities.
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Can we please have more maps with water - perhaps a pond,river or lake. Right now it is only Rio that has water and doesnt play a role in strategy. Water and grass makes the maps look more scenic and add maybe adds a new dimension to battle strategy. Eg.a map with a river and bridges and tanks on either sides. Even cooler would be a boat that we need to take to the other side - but i can see how this would happen. Maybe a new idea for a floating hull.
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Viking M1 health 1941 http://en.tankiforum.com/index.php?showtopic=177183 Shaft M1 Max Damage 1897 http://en.tankiforum.com/index.php?showtopic=177137 you need 2 shots. One shot will almost kill viking M1 but not fully.
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I got the numbers from this forum. 'Lets discuss Shaft' etc. Have I got them wrong?
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Most Optimum Hull: A Mathematical Analysis - Part 2 Against High Damage Long Range Turrets (Shaft and Rail) Continuing my above post for Railgun and Shaft throws interesting points. For these two turrets I have shown calculations for the max damage since these turrets have long range and it is very likely the hull will see max damage. If a rail gun is firing at you (max damage), the best hull is that can maximize your chances of covering maximum distance is Wasp! (followed by Hornet). If we take average damage, the best hull is Viking again. If a Shaft is firing at you (max damage), the best hull (i.e. the hull that make you travel the most distance) depends on the modification: M0 and M3 - Titan is best M1 and M2 - Viking is best So all said and done, it looks like Viking is the most optimum turret! But watch out for Wasp as an effective flag carrier. Have fun tankers and see you in battle.
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Most Optimum Hull. A Mathematical Analysis. Dear Friends, I am a really new Tanker and like playing Shaft/Mammoth. I really commend the Tanki team for this great game. I have seen many arguments on which is the best hull and best turret. So I though I will do a mathematical analysis to see whats best. This is the analysis for the most optimum hull. The Scenario and the Problem: We imagine this scenario. A hull is driving in a straight line. It has a health (H) and can drive at velocity (V). It is being constantly shot at by an enemy turret. The turret can do damage (D) per shot and has a reload time (T). The question is - How far (i.e. how much distance) can a hull drive before it is killed? (Is it going to be a hull with large H and low V or a hull with low H and large V?) This kind of scenario is common for eg. when carrying a flag, we want our hull to drive the longest distance and hopefully reach the destination. Assumptions: You can see that I have already made some assumptions that are different from real gameplay. 1.) For eg. turrets like smoky sometime have critical damage, so D is not constant. Also turrets have a min and max damage. Therefore what we are looking for is an average D. I have simply taken (min damage+max damage)/2. You can also measure a damage/second. But let us continue with the analysis. 2.) No tank really drives i a straight line specially with impact and obstacles. But again lets not worry about this. 3.) Only one turret is firing at it. Again this is an assumption - but it is for the sake of analysis. 4.) I havent considered acceleration of the hull i.e. the hull is not moving from rest. The hull has been driving at this velocity when the firing starts. Analysis: The number of hits a hull can take before it is destroyed is (H/D)+c Here c=1 if H/D is not an integer. This means that H doesnt perfectly divide by D, and there is some little health remaining which will dissapear in the next hit. In fact, most of the time we will see that c=1. Therefore let us say the number of hits needed is = N= (floor(H/D)+1). floor(H/D) is the lower rounded integer. eg. floor(2.2)=2 The time taken for the turret to deliver N hits based n its reload time is = TN Therefore the distance travelled by the hull in this time is the product of velocity and time = TNV Results: So now for the revelation. Which hull wins? Is it a hull with large H and low V or the other way around. Since we are only discussing hulls, I took thunder as a turret that is firing on the hull. I have calculated the average D = (min damage +max damage)/2 for the turret. I have also assumed that the corresponding modification of the turret is firing on the hull, i.e. a M0 hull is being fired at by a M0 thunder and so on. So here is the chart: So the winner in is Viking! (and Wasp isnt too bad). Conclusion: I think irrespective of the turret firing on you, the most optimum hull for traveling the longest distance when under fire will probably be the Viking. So, with little crystals, if we have to put our bet on one hull, it should be the Viking! What do you think of this my fellow tankers? See you in battle. PS: I have not done a full cross-calculation i.e. M2 turret firing on a M1 hull etc, but you can do it for yourselves using the above ideas.